mapped by fayew
submitted
ranked
This beatmap was ranked on 10 July 2024!
nominated by Spectator and Rocma
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00:03:979 (1,2,3,4) - 4 note hypers at the peak of this build-up would make more sense than putting it at the start.

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i genuinely don't understand what's your concern here

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nah i still don't understand

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Marked as resolved by skill issue lol

00:04:396 (2,3,4,5,6,7,8,9) - since the pitch is going up, would make later parts wider (imo hdash is good currently because lower pitch makes more impact)

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sure

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Marked as resolved by skill issue lol

00:06:646 (1) - This slider feel too short for previous slider and next slider (literally walkable). You can see if you compare to other dif.
I think better move this 00:06:646 (1) to right until dashable but hdash is better

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you still need to dash in order to hit 00:06:646 (1) completely. no change

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Marked as resolved by skill issue lol

00:07:312 (3,4) - both have piano sound so would avoid walk

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i think its fine

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Marked as resolved by skill issue lol

Not sure if your put this 00:07:479 (4) on purpose but I rather put it on right side

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on purpose

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Marked as resolved by skill issue lol

Those distance 00:07:479 (4,5) is too short for top dif (and among 'forte' and 'fortissimo' dif).
Consider to increase the distance for those.

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every overdose has a different idea and execution and comparing them is not rly suitable for this mapset
however i moved that a little bit

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Marked as resolved by skill issue lol

00:09:646 (2) - too short for previous and next object.
Move that too right until hold dashable.

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it's fine

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Marked as resolved by skill issue lol

(2) doesn't have to be a dash and (3) has a hyperdash transition to 00:09:979 (4) -

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00:15:479 (7) - 00:15:646 (8) - unsnapped

Not sure if it's intended, but if it is, just use 1/4, as of right now it just feels something is wrong

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WAIT TRUE
fixed

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Marked as resolved by skill issue lol

00:15:812 (9,10,1,2) - being here hyperchain makes less efficient on expressing (1) as downbeat. would make (9,10) as normal dash

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yes

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Marked as resolved by skill issue lol

00:17:396 (6) - would make antiflow so that transition to next hyperchain being better

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yee sure

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Marked as resolved by skill issue lol

00:17:479 (7,8,9,10) - would follow 1/6 here since you used hyperchain for piano sounds

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yessir

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Marked as resolved by skill issue lol

00:21:645 (1,2,3,4,5,6) - Throughout the whole set I dont think I've seen 1/4 streams being represented by triples. If there isn't a specific reason for this, I would strongly suggest going with how you normally structured the streams throughout the map.

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01:13:228 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - makes sense to use these patterns as the beat drops every 3/4.

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i've seen this concern being brought up before by mniam and i strongly disagree with this

my reasoning is that this section (
00:21:645 (1,2,3,4,5,6) ) can be described as a diminuendo (continuous decrease in volume/pitch), the notes are decreasing in pitch without using the previous 1/4 pitch (as a proof i have a note sheet/midi file of circus galop) hence why it's possible to use variable rhythm choice here, either 4/4, 3/4 or 2/4, since it'll be the same

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meant to resolve

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Marked as resolved by skill issue lol

but it needs adjustment on distances usage. making them same in visual doesn't make sense on the melody

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Reopened by Rocma

okay

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Marked as resolved by skill issue lol

00:22:645 (9,10) - unnecessarily strong imo

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00:57:976 (1,2,3,4,5) - it is reasonable but it's bad a bit to play haha

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changed the 1st one
2nd is for the piano (what an argument for this song) that is intense imo
3rd one toned a little bit

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Marked as resolved by skill issue lol

00:24:312 (1,2,3,4,5,6,7,8) - this is pretty underwhelming compared to the other 1/4s, would do something more challenging

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did something funny (:

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Marked as resolved by skill issue lol

00:28:645 (4,5,6,7,8,9) - fix these edge dashes

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these are not edge dashes but i found myself suffering from trying to hit these so i'll reduce the distance

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Marked as resolved by skill issue lol

00:28:645 (4,5,6,7,8,9) - these distances are way too awkward now, naturally the player would hold the keys here (holding right after 4,5 to reach 6,7 but you have to actually stop and do a little tap instead)

if that's the gimmick you meant to imploy then sure but for a sightread it's not the greatest

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Reopened by coolkid

nah its not supposed to be awkward (the rest of the map is already is awkward)

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Marked as resolved by skill issue lol

(fixed)

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can you move 00:28:979 (6,7) - to the right a litle

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Reopened by Rocma

just a small bit

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Marked as resolved by skill issue lol

00:30:728 ~ 00:33:061 - Not that big of an issue, but I would make the repeat sliders from the section I've mentioned the same angles. This is due to the repeat sliders having little to no reason on their shapes changing. Feels like random.

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it's done for more variety, it's okay imo

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Marked as resolved by skill issue lol

00:36:562 (2) - emphasis should be on 00:36:645 (3) not @ 00:36:562 (2). I don't hear anything supporting his hyper.

https://cdn.discordapp.com/attachments/709791851489787907/1090469791485137056/image.png

This rhythm choice would make more sense. ( the 1 slider starts @ 00:36:312)

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true

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Marked as resolved by skill issue lol

00:37:479 (3,4) - To accurately represent the song, I think using normal non hypered wiggles would make more sense since the song is decreasing in intensity. 00:37:479 (3,4) would be better @ 00:36:812 ~ 00:37:062 .

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agree

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Marked as resolved by skill issue lol

00:39:145 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - this build-up part doesn't need hyperdashes imo. can't find any feature to support the consecutive hdashes

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i think its fine

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Marked as resolved by skill issue lol

00:41:812 (1,2,3,4,5,6,7,8) - feels way too strong compared to 00:40:396 (16,1,2,3,4,5,1,2,3,4,5) - . it's not stronger part in the song. would nerf distances mostly

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it makes sense since its a decreasing pitch and its quite strong, it is suitable

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Marked as resolved by skill issue lol

but it doesn't mean that it can be started with 2x stronger distance of previous part. it could be at least tone down

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Reopened by Rocma

i toned it down and now i like it more :/

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Marked as resolved by skill issue lol

00:47:144 (1,2,3,1,2,3) - you know those being same direction is a bit disappointing :sob
could arrange previous part imo

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yeas

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Marked as resolved by skill issue lol

00:50:643 (1,2,3) - would use more hdash for maintaining intensity from previous part

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fixed

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Marked as resolved by skill issue lol

00:55:976 (1) - This could use more emphasis. Strong 'C' shape slider plz!

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tried to

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Marked as resolved by skill issue lol

00:56:643 (1,2,3,4,5,6,7,1,2,3,4,5) - can I know what rhythm you followed to place hdashes? It seems random a bit for me
also 1/8 from 00:57:810

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remapped

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Marked as resolved by skill issue lol

00:56:810 (4) - 00:57:643 (5) - wanna tilt these a bit so that they are more lenient to play? currently the movement here feels tight

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yup

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Marked as resolved by skill issue lol

01:08:704 (2,1,2,1,2,1,2,1) - could express pitches going down with distances or whatever

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there was an attempt

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Marked as resolved by skill issue lol

01:15:561 (1) - ghost note

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im hearing things. remvoed.

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Marked as resolved by skill issue lol

01:16:144 (1,2,3,4,5,6,7,8,9,10,11,12,13) - With how small the CS is it is really easy for players to miss 1 note. Move the stacks closer to each other so people don't get punished for a minuscule mistake.

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done

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Marked as resolved by skill issue lol

01:17:144 (1) - make this one less wide pls

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nothing wrong with this. skill issue

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Marked as resolved by skill issue lol

i can hit it, it just plays bad. mapping issue

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Reopened by Noctalium

didnt meant to reopen, missclick
(i'll let other players do it :) )

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Marked as resolved by Noctalium

it just plays bad

I would be very happy to see you explain why does it play bad and how it would change the playing experience if i made it less wide considering that the inputs would still be the same

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is standstill skill really necessary for this map? it is just out of place. would just nerf or change to smth requires main skill of this map (like speed)
01:16:144 (1,2,3,4,5,6,7,8,9,10,11,12,13) - same

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Reopened by Rocma

i still think it is fine.

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Marked as resolved by skill issue lol

but just curious if it would give positive feedback to players. i'd still strongly recommend to nerf visually

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Reopened by Rocma

actually yea, i'll change both
sorry noctalium for being toxic

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Marked as resolved by skill issue lol

01:22:311 (4) - I think previous distance (1.74x) is to far if you compare to 01:21:977 (2) - (1.50x).
Probably you need make the distance same

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true

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Marked as resolved by skill issue lol

01:23:144 (1,2,3,4,5,6) - some hyperdashes here could be removed and nerfed, I feel like the part is a bit overdone compared to the song's intensity

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nerfed this section and removed the hyperdash between 01:23:477 (4,5) - , the rest of hyperdashes makes sense musically

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Marked as resolved by skill issue lol

01:24:479 (1,2,3,4,1,2,3,1) - deserves more of a dramatic buildup personally, would increase spacings

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i think it's enough, i wanted every object on every side to start on the end of the previous object on that side. however, i'll make sv a little bigger (like 1.2)

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Marked as resolved by skill issue lol

01:24:644 (3,4,5) - the 1/6 wiggle on 3~5 is something really unexpected I'd say, would just group 01:24:644 (3,4) together

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did something else

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Marked as resolved by skill issue lol

01:27:791 ~ 01:31:686 - This plays nearly identical to the prior difficulty. Please re-map this harder.

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it doesnt... the only thing that is common in this diff with fortissimo is the usage of 1/2 sliders here in this section, it's imo okay since this diff has wider space between sliders, while prior diff has smaller distance between sliders

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Marked as resolved by skill issue lol

01:35:249 (6) - horizontal slider for consistency on high piano

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good catch, also noticed 1 slider that was supposed to be horizontal

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Marked as resolved by skill issue lol

and fixed it aswell

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01:40:222 (4,5) - add hyperdash here, pretty easy to make a shit miss rn

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WTF I REMEMBER IT WAS THEREEEEEEEEEEEEEEEEE fixed!!!!!!!!!!!!!

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Marked as resolved by skill issue lol

01:41:548 (4,5) - how come this isnt hdash when 01:40:222 (4,5) has a similar sound. could maybe add hdash

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i jus switched them so 01:41:548 (4,5) that is a hdash now and 01:40:222 (4,5) isn't :tf:

but for real it's for the progression, in this section every time (3/1) a new layer of piano sounds get added so i also want to add that progression inside of that 3/1 (i hope it's understandable what i'm trying to say)

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Marked as resolved by skill issue lol

I think those 01:42:376 (1,2) - should be stand still just like 01:41:050 (1,2) and 01:39:724 (1,2) but it's optional

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i'm rly keen on the idea of progression in every 3/1 stanza however i made some changes (01:39:724 (1,2) - is now 2 standstills, 01:41:050 (1,2) - is now 1 standstill, 01:42:376 (1,2) - doesn't have standstills now)

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Marked as resolved by skill issue lol

but i'd use smth other to emphasize new stanza

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Reopened by Rocma
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i still want to have the progression here and it works so no change

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Marked as resolved by skill issue lol

would give more noticeable change on dynamic melody line like 02:02:818 (1) - and 02:03:150 (1,2,3) -
currently they are too same in visual and playing so it feels too boring

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02:03:150 (1,2,3) - is not the same

moved 02:02:818 (1) - a little closer to the centre

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Marked as resolved by skill issue lol

Spinner gap too small.
02:04:597 (2,1) - The spinner must be at least 62 ms apart from the previous object, currently 43 ms.

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decided to yoink this spinner, there's not much sense in placing it

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Marked as resolved by skill issue lol

02:04:597 (5) - would move this note to the right side of the playfield to emphasize the end of the song

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why not

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Marked as resolved by skill issue lol
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